Handbook
Version 2.0
Table of Contents
Page 1: Table of Contents, & Credits Page 2: Introduction Letter Page 3: Quick Reference Guide Page 3: Abilities & Lores Page 4: Character Creation Guidelines Page 5-11: Backgrounds & Influences Page 12: Elder Creation Guidelines Page 12-13: Elder Merits & Flaws Page 14: Merits & Flaws Approvals Page 15-16: Approved Merits & Flaws Page 17-18: Character Questionnaire (Ancillae & Elders) Page 19-20: Guidelines for 14th, 15th Generations & Caitiff Page 21-22: Clan Prestige Page 23: Revised Influences Page 24-27: Character Concepts for Dark Future & their Special Abilities Page 28: Aura Perception Chart Page 29-30: Guidelines for Mortals, Dhampir, Ghouls, Kinfolk & Revenants
Page 31-32: Learning Disciplines Page 33-36: Bloodline: The Children of Chaos Page 37-38: Cyberware in a Kindred Body (Dark Future) Page 39: Experience Points Awards Page 40: Apocalypse Venue Creation Guidelines Page 41: Renown Page 42: Renown Charts Page 43: Ascension Venue Creation Guidelines Page 44: Dreaming Venue Creation Guidelines Page 45: Cathayan Venue Creation Guidelines Page 46: Sabbat Tremere Guidelines Page 47: Learning Times for Spheres Page 48: End of Game Experience Report
Credits
Document Layout & Design: Brian-Joseph Baker (Toledo, OH, USA) Interior Art: Travis Jones (Pittsburgh, PA, USA) Revision Date: 02.12.07. 02.13.07, 02.18.07, 03.05.07, 03.22.07, 04.06.07, 04.22.07, 06-17-07, 06-25-07, 07-0607 Document Contributors: Brian-Joseph Baker (Toledo, OH, USA) John Story (London, Ontario, CN) Yvonne Bonnie Day (Toledo, OH, USA)
Joshua Jennings (St. Charles, MO, USA) Alia Parkinson (London, Ontario, CN) Michael Stanley (Akron, OH, USA) Randy Couch (Cincinnati, OH, USA) David Tancredi (Newark, DE, USA) Steve Johnson (Houston, TX, USA) James Gaines (Manteca, CA, USA) Robert M. Adams (Jacksonville, FL, USA) Barry Kothlow (Racine,WI) R.Talsorian Games White Wolf Games Studio
Welcome!
Within this Packet, you will find everything that you as Storytellers and Players of a Minds Eye Theatre Game need to get yourselves going. Everything in this packet was designed to make it easy to run a MET game that is successful and fun for its players. There are rules dealing with how long it takes to learn Disciplines and Spheres ; how to add Cybernetics into the mix, to etc,. Please keep in mind that the ultimate decision about what gets used and what doesnt get used is up to the Storytellers that choose to use these rules. When this packet was originally written, we constantly talked about how all of these rules changes were intended to be taken as guidelines that Players and Storytellers could use to create a successful game. But in the end, no amount of rules in the world can take the place of a good cast of players that creates these stories.
Sincerely, BrianBrian-Joseph Baker Project Manager Manager, er, World of Future Darkness Archive
Camarilla Neonates
Attributes: 7/5/3 Abilities: 5 Disciplines: 3 Backgrounds: 5 Virtues: 7 Freebies: 5
Anarch Reputation
You have something of a reputation and a standing within the community of Kindred, (which in the character's case means the Anarchs ). The more of a Reputation you have, the less ill-treated you are by other Anarchs, and the more respected you are. Camarilla Loyalists CA OT have Anarch Reputation. Dots Additional Status Traits 1 Reputation Trait * 2 Reputation Traits ** 3 Reputation Traits *** 4 Reputation Traits **** 5 Reputation Traits ***** This Background costs 2 points per Dot purchased. Must be explained in character history to take this Background.
Clan Prestige
Clan Prestige is a measure of standing in the clan, much as Status is a measure of standing in a particular city. Prestige stems from the goodwill, fear and awe a character inspires in others of her clan, and the extent to which she has mastered the rules, values and idiosyncrasies of clan culture. In other words, it measures how well learned to play the games important to her clan. Clan Prestige can be invaluable in a number of different ways. It is a major indicator of how many clan mates will respond to the character's call aid, how many will stand up for her, and how well she is able to shape the clan's internal politics. The clan is the foundation and backbone of a character; without the backing of the clan, it is easy for others to abuse and misuse her. You CA OT have Clan Prestige in a Clan that is not your own; only approved Clan Infiltrators may possess Clan Prestige in a Clan not their own, and that Clan Prestige MUST always by 1 dot lower than that of their parent clan. Dots Description Tolerated: Newly Embraced Neonate * Accepted: Neonate ** Known: Ancillae *** Established: Ancillae or Young Elder **** Respected: Elder ***** This Background costs 2 points per Dot purchased. Must be explained in character history to take this Background. All PCs are given their first dot of Clan Prestige for free, unless the PC is a Caitiff and in that case they CAN NOT buy the Clan Prestige Background.
Cathayan Status
You have something of a reputation and a standing within the community of Kuei-jin (which in the character's case depends on which Court you belong to). The more Status you have, the less ill treated you are by the elders, and the more respected you are. Western Kindred CA OT hold Cathayan Status. Dots Additional Status Traits 1 Status Trait * 2 Status Traits ** 3 Status Traits *** 4 Status Traits **** 5 Status Traits ***** This Background costs 2 points per Dot purchased. Must be explained in character history to take this Background.
Garou Renown
In Garou society, Renown means everything. The things that you do and say have a very serious affect of the Renown that you have and that you can gain. Also, Renown is a determining factor on where you stand Rank wise with other Garou. There are 3 different categories of Renown; Honor, Wisdom, and Glory. When you buy Renown as a background, you get to choose how you wish to allocate the Renown Traits to those 3 categories. Dots Additional Status Traits 1 Renown Trait * 2 Renown Traits ** 3 Renown Traits *** 4 Renown Traits **** 5 Renown Traits ***** This Background costs 2 points per Dot purchased. Must be explained in character history to take this Background.
Enemies 1 minor enemy 2 minor enemies 1 major enemy 2 major enemies 2 major enemies and 3 minor enemies
For Elders you also gain the following flaws with the purchase of this background. The enemies will be written by another a member of the Storytelling Staff. This is for fairness; so that a player actually gets a challenge and isnt creating an enemy that can easily be overcome. Cost = 4 per level For Neonates, you may want to purchase one or 2 points in Generation, note you are starting at 14th gen, the cost is one point per generation. Ancilla may purchase down to 8th gen, note you are starting at 12th gen. The cost for Ancillae is 1 per generation dot. Elders may purchase down to 5th generation (with appropriate approvals) Please note that you are starting at 10th Generation, each point of generation bought, costs 4 points.
Years Active 51 to 200 years 201 to 350 years 351 to 500 years 501 to 750 years 751 to 1000 years 1001 to 1250 years 1251 to 1500 years 1501 to 1750 years 1751 to 2000 years 2001 to 2250 years
Experience Points +30 +40 +55 +70 +80 +100 +110 +130 +150 +170
Cost = 4 per Dot Please note that while Elders may purchase this background as high as they would like, (pending appropriate approvals and background) Ancillae may only purchase one level of this, and Neonates may not purchase this background at all. The Experience Points are recorded as if they were Experience Points gained through play, meaning that they count towards your Experience point caps. Please also note that the cost of this background is 4 points per Dot
Description Known: A recognized player Known: A recognized player Respected: Connected to many powerful elders Respected: Connected to many powerful elders High Status: Other elders often come to you for aid and advice Powerful: You have the power to command respect and fear from even the most noted of other elders Luminary: Your name echoes through the halls of Elysiums the world over
Additional Status Traits 2 Status Trait 3 Status Traits 4 Status Traits 5 Status Traits 6 Status Traits 7 Status Traits
8 Status Traits
Military Force
This background is used to represent groups of armed individuals a PC may control or have access to. This background should not be used to represent street gangs, underworld crews, or police special response teams as those are reflected by the appropriate influences. Each level of this background provides the PC with access to 10 combat trained individuals that are well equipped (SMGs, Assault Rifiles and Body Armor are typical). The most common uses of this background are haven defense (security guards or mercs) and influence wars. The Chapter Director will create the NPC sheets (a few generics usually will do just fine) as the individuals provided with this background are NPCs under the Chapter Directors control. If these NPCs ever come into confilict with PCs, run it as any other scene. Please keep in ,mind that large numbers of armed combatants in action attracts a lot of attention; possibly from the Prince, the Elders, and mortal authorities. If a player abuses this background then teach them a lesson since anything that attracts the attention of the mortal law enforcement authorities can be considered a breach of the Masquerade. Another control factor that can and should be used is to have the PC pay the individuals $1,000 each every two weeks (10,000 a level.) Dots Description Bi-Monthly Up-Keep Cost 10 combat trained mercenaries 10,000 * 20 combat trained mercenaries 20,000 ** 30 combat trained mercenaries 30,000 *** 40 combat trained mercenaries 40,000 **** 50 combat trained mercenaries 50,000 ***** 60 combat trained mercenaries 60,000 ****** 70 combat trained mercenaries 70,000 ******* 80 combat trained mercenaries 80,000 ******** 90 combat trained mercenaries 90,000 ********* 100,000 ********** 100 combat trained mercenaries This Background costs 2 points per Dot purchased. Must be explained in character history to take this Background.
Revised Resources
The World of Future Darkness has purposefully changed this background and its benefits to better represent the Modern Age & the Dark Future settings that the Global Chronicle takes place in. The Resources Background is one of the more important advantages there is that a character can have at their disposal. With money comes the ability in some cases to change the minds of those that would otherwise disagree with you. Also with money comes the ability to shape the world around you. Dots Description 0 You got a Bus Pass, a Cheap Apartment and $250.00 to your name. Maintain a small apartment, Maintain a motorcycle or small car, Purchases of up to $500, * Single purchase of up to $2,000. Maintain an apartment or condominium, Maintain any vehicle, Purchases of up to $2,000, ** Single purchase of up to $10,000. Maintain a large house, Maintain multiple vehicles, Purchases of up to $6,000, Single *** purchase of up to $30,000. Maintain a small mansion, Purchases of up to $15,000, Single purchase of up to $75,000. **** Maintain a large mansion, Purchases of up to $40,000, Single purchase of up to $200,000. ***** Maintain multiple mansions, Purchases of up to $150,000, Single purchase of up to ****** $750,000. Purchases of up to $500,000, Single purchase of up to $2.5 Million. ******* Purchases of up to $5 Million, Single purchase of up to $25 Million. ******** Purchases of up to $10 Million, Single purchase of up to $50 Million. ********* Purchases of up to $40 Million, Single purchase of up to $200 Million. ********** This Background costs 4 points per Dot purchased that is above 5 Dots. Must be explained in character history to take this Background.
**
***
Access Health records; steel credit card numbers; Change school or city identification records; Temporarily disrupt Network systems. Arrange for fake phone calls/faxes/email/etc Arrange for small-scale lags and crashes Modify telephone services in a regional area(register all residential phones as pay phones,cut off all services, etc..) Obtain police reports, blueprints, and other secure city records Change bank accounts; Access Corporate Secrets Create new school, health and naturalization records Bring down local network access Disable city-wide telephone services Obtain access to high level records Send out complex, irreversable viruses to nearly any Network system. Affect nation-wide telecommunication access (Major TELCOS/net providers/satellite communications) Affect multi-national telecommunication access (Major TELCOS/net providers/satellite communications) Affect Global telecommunication access (Major TELCOS/net providers/satellite communications)
****
*****
This Background costs 4 points per Dot purchased that is above 5 Dots. Must be explained in character history to take this Background.
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Media Influence
This is a correction of the Media Influence that is listed in the Laws of the Night Revised Dots Actions Learn about breaking stories early * Submit small articles (within reason)
Suppress small articles or reports Get hold of investigative reporting information Initiate news investigations and reports Obtain project funding and squander it! ($250.00)
Ground stories and projects Broadcast fake stories (local only) Kill small local articles or reports completely
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1) Has the player demonstrated in-game maturity? This includes the understanding that the game is designed to be fun for everyone. Those that simply relish the power to boss around (or worse) eliminate Neonate and Ancilla characters would make an awful elder. Any instances of metagaming or acting on "Cursed Knowledge" certainly rule out the potential player. This rule also means that most Storytellers will want to watch a player in game for some time with a standard character before deciding if they should play an elder. 2) Does the player have knowledge of the World of Darkness an elder would almost certainly need to have survived through the years? This means the player should have a good understanding of the basics of the World of Darkness. Does this mean they must have read every book and know all the game systems? Of course not, as no creature in the World of Darkness sees the "Big Picture." Elders simply know who the major players are and have a good idea how to avoid those that present a threat to them if not how to combat them. Those new to the World of Future Darkness Org. that have demonstrated the other criteria may not be ruled out from being an elder- who plays an amnesiac better than someone who doesn't know anything to begin with. 3) Does the character have a history that fits in with the plot line and the chronicle concept? The fact that an Elder PC must have a detailed Background goes without saying. (The amnesiac above may have one to learn in play provided by a CD) The Elder should outline all the normal pre-embrace items plus a history of who and what she has interacted with in Trinity. Appropriate Merits and Flaws should be bought to fit in with those interesting twists that occur in any long live supernatural creature. The Background and the Elder's power in general should fit in with the story line and should be free of potential character roadblocks. (e.g.- "You hate the Toreador and much of the storyline takes place at their extravagant salons and parties!") 4) Does the Chapter have a PC Elder for each of the Camarilla Clans ? If the answer to this question it yes, then it might not be a good idea to add another Elder PC into the mix. CDs and their ACDs must always remember that True Elders in Trinity are not common place. A city of 20 Kindred should should only have 7 to 8 Elder PCs, because its their characters that the Neonates and Ancillae come from. If the city has 30 Kindred, then 10 to 12 Elder PCs would be possible, etc...etc... You get the point.
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Well-Traveled (2) You have traveled to all parts of the world and have interacted with a large number of supernatural creatures and Kindred. If you win a simple Mental test you have heard of a vampire (and possibly another creature) from another city and know something significant about them. If you tie you simply know what city or country they are from. If you lose you have not heard of them or perhaps mistake them for someone else you've heard of. This will only be for each Sect, a Camarilla member will not interact or know about a member of the Sabbat and vice versa. Strong Blood (5) Due to your exceptional age and potent vitae it takes a mere two drinks of your blood to bind a vampire or mortal. It is believed those with this merit can even bond those that participate in the Vaulderie, are "Unbondable", and that even the Tremere are perplexed at your vitae.
Prestation Debt (-1-5) Another Kindred has helped you at some time in the past and can call in your boon at any time. Each Point should be considered a Boon of equal rank. These all are not necessarily owed to the same Kindred so with 5 points in this Merit you could owe another a life boon or you may owe two separate Kindred a major and minor boon. The exact nature of the Merit should be worked out with the Storyteller and those asking for 5 trivial boons should not play an elder. Diabolist, Known (-5) You have committed diablerie at least once in your existence and while not all Kindred know of this, those that are aware know your crime is not from a blood hunt or other "sanctioned" killing (this may be unavailable to an Archon or Sheriff). You live under constant fear of a blood hunt and may have prevented it thus far through threats or promises to those in power. In any event, you are definitely living on the edge and it is no coincidence this flaw is equal in cost to "Dark Fate". Emotional Isolation (-2) You have outlived not only your enemies, but your friends, lovers, and companions. Seeing so many die has made you reluctant to interact with others even on a subconscious level. You are down one bid in all social challenges that do not involve intimidating others. This includes Disciplines that involve social challenges. Ennui (-1) You have been undead long enough to realize that those around you simply play the same role you have seen their predecessors act out time and again. Once you are comfortable in the knowledge that you realize the motivations of those around you, then you are quite shocked when something happens that changes youre carved in stone worldview. You are down one bid in any ambush situation and are likely down one bid whenever something happens that catches you completely unawares in a social situation. You have learned that it is nearly impossible to predict a Malkavian's actions. Methuselah's Thirst (-7) You must drink the blood of other Vampires to gain sustenance. Human vitae will give you no nourishment. Be careful of the bond and remember one can not be bound to those of their own lineage. This may be best used as a flaw for those truly old Elder PCs.
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Uncommon Uncommon Uncommon Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Common Uncommon
ote: In regards to Merits/Flaws and Other Traits coming from the MET books. If a Merit/Flaw or Trait exists in one MET venue but doesnt exist in another, the cost of that Trait is increased by one point to reflect the rarity of that Merit/Flaw or Trait in the venue that the character is buying it for. Example: Clarence the Toreador was a Priest in life, but the Merit: Ecclesiastical Rank only exists in the Laws of the Hunt - Eternal Struggle Venue. Because of rarity of a Priest being able to conceal his Kindred nature and still remain a member of the Church, Clarence's Player pays 2 points for his character to simply be a recognized Priest instead of the standard one point that it would cost in the Laws of the Hunt.
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Rep ( 1 pt Merit): You have one Trait of Fame background that you cannot lose, and must describe what it is for. Aware of False Love ( 2 pt Merit): You are aware of the nature of your Blood Bond. Mobile Haven ( 2 pt Merit): You either have several set Havens that you stay in or are constantly on the move. Reputation ( 2 pt Merit): Due to a reputation (which must be stated) that you have amongst other Kindred, you are treated as if you have one more Status than you actually do. Scholar of Darkness ( 2 pt Merit): You are specialized in one form of Lore. When performing actions targeting your specialization, your difficulty is lowered by 2 Traits. You may take other Lores, but only get the -2 difficulty on your specialized Lore. Domain ( 2 - 4 pt Merit): The Prince of the city has granted you a domain in which you are the final authority within. (Can only be taken when a Chapter is founded) Clan Friendship ( 3 pt Merit): You are on excellent terms with another clan other than your own. The effect of this is role-played and should be encouraged by the Storyteller. Underground ( 3 pt Merit): Kindred with this merit may possess the Sewer Lore ability, which must be purchased separately. The Highest Prestige Nosferatu may limit the amount of Sewer Lore each individual Kindred may obtain.
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Sympathizer ( 1 pt Flaw): You are a Sabbat sympathizer. This Flaw should be RPed out, should the CD determine that it isnt, they are within their rights to remove this Flaw and subtract its Experience value from a Trait Category of their choosing. Diablerist ( 2 or 4 pt Flaw): This flaw lowers your generation by one. For two points it is secret, for 4 points it is known. For secret Diablerists if anyone finds out that you have committed this act they will have powerful blackmail on you. Failure ( 2 pt Flaw): You gain an Untrustworthy Negative Social Trait, and may never posses a position within the city. Activation of this flaw will bring the consequences of the failed duties down on you or perhaps the Sabbat attempting to recruit you. Masquerade Breaker ( 2 pt Flaw): You owe a Life Boon to another Kindred for their part in covering up a potentially very serious Masquerade breach of your own making. Debt to Elders ( 3 pt Flaw): You owe a debt of some kind to an elder within your clan. The elder will use his Clan Prestige against you every month the debt goes without some kind of repayment. If the debt remains unpaid for three months the Elder will become an enemy of equal rating. Inhumane ( 3 pt Flaw): you gain the Social Negative Trait Untrustworthy and may never lose it. The Kindred follows one of the alternative morality paths used by the Sabbat. Clan Enmity ( 4 pt Flaw): You have especially bad relations with a clan other than your own. Any member of that clan may call the Untrustworthy Negative Trait against you in Social challenges. Blood Hunted ( 4 - 6 pt Flaw): You have had the Blood Hunt called on you for some reason. if you are killed, your murder will not be punished. Laughing Stock ( 5 pt Flaw): Each Kindred with the Harpy Merit will automatically target you for ridicule every time this flaw is activated. Red List ( 7 pt Flaw): You are one of the Kindred's Most Wanted. If you are discovered in the city, the Prince will call a Blood Hunt on you to be left active until you leave the city or are killed. Pale Aura ( 2 pt Merit): Your aura appears as that of a Kindred and will show up as such under scrutiny of Aura Perception. (Ghouls Only) Clear-Sighted ( 3 pt Merit): For purposes of seeing the invisible ( Obfuscate, etc,..) your Auspex is treated as one level higher than it actually is, even if you do not possess the Discipline. Deceptive Aura ( 3 pt Merit): Your aura is hard to discern for detailed evidence of your mental or emotional state, and cant be used via Aura Perception to determine if you are lying. Hidden Diablerie ( 3 pt Merit): The tell-tale black streaks of diablerie do not manifest in your aura for whatever reason and never will.
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Character Questionnaire
(Required for Elders and Ancilla PCs)
(Be as detailed in your answers as possible, after all you are giving your Storytellers a reason why they should let you play this character. This is in ADDITION to the background that is also required and if either one is not thought out, the character approval will likely be turned down)
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GUIDELINES FOR:
Caitiff may choose from only the cardinal 8 disciplines during character creation: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence and Presence.
Gain the effects of the following Merits at no cost: Blush of Health : As per Laws of the Night Eat Food : As Per Laws of the Night Deceptive Aura (Aura is pale, like the undead, but still brighter than most.) Heart beats involuntarily. Blood may be spent to make it stop. Cry actual tears. Take Lethal damage from direct sunlight every turn, rather than Aggravated damage. Take Lethal damage from indirect sunlight ever other turn, rather than Aggravated damage.
Disadvantages: As per Guide to the Anarchs with these changes. There is slim chance of character inheriting lineage of the clan. Character will be Caitiff unless player makes a simple test with the Storyteller; the player must Win this test, otherwise they are Caitiff. If they succeed in this Simple Test the PC is of the Clan that Sired her. Simple Test is required to create a Blood Bond or ghoul a mortal. Must win or tie or efforts are ineffective. Simple Test is required to embrace a mortal. Must win or mortal dies. Only 50% chance of childe inheriting the lineage of the clan. Second simple test required. Must win or childe is Caitiff (unless childe is a PC, then see above). Maximum Discipline level is 4.
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Disadvantages: Character must be Caitiff. No exceptions will be made. Must take the Flaw: Thin Blood for no points. Maximum Discipline level is 3. Cannot create Blood Bonds, ghoul mortals or embrace childer.
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CLAN PRESTIGE
This is an internal form of Status and applies only to members of your own Clan or Bloodline (naturally Caitiff, not being a Clan, have no Prestige). The various Clanbooks deal with how one gets Prestige within one's own Clan. At Character creation the Staff can work with the new Player to determine what level of Prestige the new Character has. The clan elders in conjunction with the Staff should handle prestige and changes to prestige. The Staff has final say on all Prestige changes and all beginning Prestige. Prestige and Status DO NOT affect one another directly. For example, a Toreador who rescues the Prince from a burning Elysium art gallery may receive Status for his heroic act from the Prince, but will likely lose Clan Prestige for not saving the artistic masterpieces from the fire. Prestige should be granted only by a Clan Elder or Primogen, or should be earned through actions. This is, obviously, a role-playing aid more than anything. It assists in delineating the characters within their Clans. Prestige is NOT status and is very hard to get. Positive changes can take a year or more, while negative changes are quicker. Certain Clans will react to Prestige differently. Obviously Toreador, Ventrue and Tremere will use it in addition to their Status. Gangrel will use it within their own clan and ignore Status, while using Status outside their Clan. Likely Brujah will react the same way, though most will ignore Status entirely in favor of Prestige. Malkavians will ignore both most of the time. Or not. Nosferatu... well, who knows what they do with it (ask the Nosferatu). Clan Prestige can be used exactly like status when dealing directly with another Clan member. It can be used alone or (recommended) added to the Status of the characters. It is the "loudness of the voice" within the clan. No Kindred can have prestige in more than one clan. The only exception to this would be those who are infiltrating another clan, who would hold prestige FIRST in their blood clan and SECOND in the clan they are infiltrating (likely the blood clan prestige will be the higher of the two). Those who are posing as members of other clans, and those who are banished from their own clans and join another, are likely to never get very high in prestige. Firstly, because they will not necessarily be trusted; and second, by the time they get to 4 or 5 points other clanmates will do background checks and impostors will be found out. Prestige is a measure of how much control you have at clan meetings. Outsiders never get this form of control. Prestige only needs to be minded by fellow clan members. A Toreador would never worry about how much prestige a Ventrue had. Any Kindred ever found to hold prestige in more than one clan will likely lose all prestige in one, and possibly both clans.
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Clan Prestige
Dots -1 0 * ** *** Moniker Pariah Disdained Tolerated Accepted Known Description
Little better than a Caitiff; in some ways even worse. Ignored, for the most part. Unwanted by clan mates. Voice unheard in clan gathers. Marginally a member. Sneered at. Beneath notice. Cold-shoulders (publicly) from the more sympathetic Clan members. Perhaps assisted quietly, from the shadows, but with plausible deniability provided for. A newly sired Clan Member, a Neonate. One who is unreleased or still learning, recently released. Knows her Ps & Qs, knows the Traditions, Clan rules and structure /hierarchy. Pretty much average. A recently released kindred, one of between 1 and 50 years of age, usually. A neonate or young Ancilla. Known within the city (locally) and has a voice in local clan meetings. May be listened to at larger meetings, may not be. Knows not only the clan philosophies but also the goals and opinions, the outlooks and plans. The usual top level for a kindred less than a dozen years old. The life of the party. Popular locally. Invited to give opinion and advice. Ancilla, young elders, rare neonates (very rare). Has a somewhat controlling voice in local clan meetings. Is known in other cities and may speak at the clan meetings of other cities. Known throughout the Clan by the more members. Known in several other cities. Advice is sought locally and requested, on occasion, from outside their home city. Has a strong, leading voice locally, and may speak in other cities. Ceiling for all but the rarest Ancilla. Elders. Known to follow tradition; but wise enough to know when not to. Known and somewhat popular throughout a large area, other cities, among clan members elsewhere. Invited to visit, advise, sought after. Few amongst the Clan would dispute your wise decisions. Listened to. Your advice is sought after constantly from outside your city. Often so busy advising others your local affairs suffer or must be delegated to others. A true role model. Known to all the "movers and shakers" in the Clan. Frequently invited to visit other cities to assist with their decisions and situations. Name & reputation known to all within the Clan. The embodiment of all the Clan stands for. The perfect Clan member. Your word defines the Clan, as it defines you.
****
Established
*****
Respected
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REVISED INFLUENCES
System Written by Brian Joseph Baker & Randee Couch When increasing your Influence in a certain area, you can only move Right, Left of Forward. When two players influence blocks come in contact with one another, both players are alerted to each others presence in the Influence area. But, neither player knows who the opposing player is until they attempt to use Information Gathering with their Influence.
One Block equals one week of downtime Influence Growth. From one Influence Level to the next equals 5 weeks of Influence Growth. Raising Influences after character creation DOES NOT cost experience points anymore, the price you pay as a player to raise your influences in the game is that of simply turning in your downtime influence actions and waiting the time necessary to achieve the Influence Level that you wish to earn.
Influence Growth: Downtime action explaining how you are attempting to raise the Influence in question and simply waiting the time necessary to gain it. Reinforcing Influences; Explained downtime action influences the Narrators judgment call on Ties. Stealing Influences: The player makes a Simple Test with the appropriate Ability versus a Narrator. Win - Player gains a block of the opposing Player's Influence. Tie - Judgment Call by Narrator. Lose - Opponent is alerted to the opposing Player's attempt to steal one of their influence blocks.
Eliminating Influences; The player makes a Simple Test versus a Narrator. Win - Player eliminates a block of the opposing Players Influence. Tie - Judgment Call by Narrator. Lose - Player who made the attempt to destroy the opposing Players Influence block loses a block themselves. Information Gathering: The player makes a Simple Test with the Investigation Ability versus a Narrator. Win - Player gains the Information they were seeking. Tie - Judgement Call by Narrator. Lose - Player gains false or misleading information instead of the information they sought.
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Solos
You were re-born with a gun in your hand -- the flesh and blood hand, not the metallic weapons factory that covers most of your other arm. Whether as a freelance guard and killer-for-hire, or as one of the Corporate cybersoldiers that enforce business deals and the Company's "black operations", you're one of the elite fighting machines of the Corporate world. Required Ability: Combat Sense - This ability is based on the Solo's constant training and professionalism. Combat Sense allows the Solo to perceive danger, notice traps, and have an almost unearthly ability to avoid harm. Your Combat Sense gives you a Free Static Challenge to determine whether or not danger is nearby, it also gives the Solo a Trait to add to their Initiative in Combat per each level of this ability.
Netrunners
At three, your parents bought you an old Apple IV GS with Radius 241 wall screen, and you life was changed. By fifth grade, you'd already mastered everything the school computer literacy lab could throw at you -- you were already using C and BETA-LINGUA to crack into the district's mainframe and change your grades. When you were thirteen, you shifted enough funds out of unprotected TransAmerican Bank accounts to finance your first neural interface plugs. Now, nothing can stop you. With you direct mental link to the computer, you can plunge headfirst into the dizzying data-winds of the NET; the world-wide telecommunications system that joins humanity together. As an electronic wraith you are the ultimate "hacker", your brain wired into special modems and computer links. Required Ability: Interface - This Ability reflects the Netrunner's ability to manipulate Interface programs, and is the Ability used when operating Menu functions such as Locate Remote, Run Software, Control Remote, Downlink, Load, Create and Delete. Other players can enter the Net, but can not use the Menu. The higher the level of Interface, the more proficient the PC is with Net systems.
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Techies
You can't leave anything alone -- if it sits near you for more than five minutes, you've disassembled it and made it into something new. You've always got at least two screwdrivers and a wrench in your pockets. Computer down? No problem. Hydrogen burner out in your Metrocar? No problem. Can't get the video to run or your interface plugs feedbacking? No problem. You make your living building, fixing and modifying -- a crucial occupation in a technological world where no one person really knows how half the stuff works. Required Ability: Jury Rig - This general repair ability allows the Techie to temporarily repair or alter anything for 5 minutes per level of the ability. This is not a perminant repair; after the elapsed time, the jury rig will break down.
Medias
They're bending the truth out there. And you're going to stop them. Someone has to do it. The Corporations rule the world. They dump toxics, destabilize economies and commit murder with equal impunity. The Government won't stop them - they own the Government. The only thing between the Corporations and world domination is the Media. And thats you! You've got a videocam and press pass - and you're not afraid to use them. You're a national figure, seen nightly on a million TV sets worldwide. You've got fans, contracts, and your own Corporation backing you. They cant make you disappear. When you dig down for the dirt and slime the corrupt officials and Corporate lapdogs try to cover up, you can dig deep. The next morning, you can put the details of their crimes all over the screamsheets and vidscreens. The the Government has to act. Required Ability: Credibility This is the Ability to be believed; by your viewers, by the police, by important and powerful people. This is critical to getting your story heard and acted upon, as well as convincing people to tell you things, give you information, or get you into where the story is really happening. The higher your Credibility, the more people you can convince, and the easier it is to convinve high level authorities of the truth of your information. With level 1 Credibility, you can convince most people of minor scandals. With level 2 and 3, you can convince local officials of military atrocities, undercover dealings and other front page stuff. At level 4 & 5, you can successfully expose a scandal of Watergate proportions, or convince the President of the EuroMarket Finance Board that aliens are secretly influencing world leaders. Your level in Credibility is added all Social Challenges in which you are trying to dig for information of convince another that the information you have is genuine.
Cops
In the old days, they only used to shoot at cops. Now you're lucky if you just take a slug. The Street is mean these days, filled with new drugs, new gangs, and new weapons that make an M-16 look it a kid's toy. If you're on a City Force, you know how bad it is. You're carrying at least four high caliber weapons, most of them full-auto types, wearing a kevlar vest that'll stop 850 ft/lbs per square inch - and you're still outgunned and outflanked. Half the gangs are cyber to begin wih - super speed, super reflexes, can see in the dark, carry weapons in their arms...The other half are freelance Corporate mercs - gangs hired by the Corps to enforce their policies on the Street. And there you are - a beat cop or detective in an armored squadcar, patrolling this jungle with the heavy predators. The Corporate Cops - now thats the life. Heavy weapons, full combat armor, Trauma Team backup, AV-4 Assault vehicles and gyrocopters with miniguns. But they only patrol the sectors of the City that the Government's licensed them for. The nice, clean sectors full of new office buildings and fancy restaurants - where no jacked up psychopunk is going to ever go on a killing spree with a AK-47. you get the bad sections. Burned out buildings and abandoned cars, where every night is a new firefight and another great opportunity for a messy death.
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If you're really unlucky, you might draw PsychoSquad detail. PsychoSquad guys get the job of hunting down heavily armed and armored cyborgs who have flipped out. Sure, the PS guys have access to railguns, gyros and Avs. But a cyberpsyvho can walk through machine gun fire and not feel it. A lot of the Psycho Squad detectives are crazy themselves. They load up with boosted reflexes, get some monstrously huge guns, and go hunt the cyborgs solo. But you're not that crazy.......Yet..... Required Ability: Authority The Ability to intimidate or control others through your position as a lawman. This Ability represents the Cops ability to call on the forces of the Law and Government to get what he wants. Cops can use Authority to question suspects, arrest wrongdoers, and defend innocents. Backed by the power of Auhtority, a cop can arrest, detain, confiscate and enter nearly anywhere, as long as he has the proper arrest or search warrants to back up his play. However, authority is only as good as the guy holding the badge if the cop appears uncertain of his Auhtority, theres a good chance hell get nailed by the people hes trying to confront. The higher your Authority, the more able you are to face down criminals, particularly high level mobsters and officials. You Ability levels of Authority is added to all Social Challenges where your standing as a Officer of the law comes into question.
Corporates
In the old days, they would have called you a yuppie - a hard driven, fast-track MBA on his way up the Corporate ladder. Sure, it's selling your soul to the Company, but face it; the Corporations rule to world now. They control governements, markets, nations, armies - you name it. And you know that whoever controls the Corporations controls everything else. Right now, your life as a junior executive is anything but easy. There are guys underneath you who'd kill for a shot at your job. There are guys over you who'd kill to keep you out of their jobs. And they're not kidding about the killing every up and comer in the Corporation has his own crew of Solos and Netrunners to cover his pet projects. Sabotage? Constantly. Bribery? Routine. Blackmail? Common. Promotion? Always a possibility. The stakes are that high - one slip and you could be out on the Street with the rest of the trash. Or dead. And the projects your supervisors give you! Some are pretty straightforward; design a new productivity schedule for the Corporation's medical subsidiary. Some are pretty raw - send a "black operations" team into the City to spread a designer plague so the Marketting team can clean up selling the vaccine. Last week, you led a mix team oof Solos, 'Runners, and Techies on a headhunting run to kidnap a researcher from a rival company. The week before, your project was to steal plans for a new suborbital shuttle from the Eurospace Agency ( so that the Aerospace Division could copy the design and sell it to the Soviets). You told yourself you joined the Corporation to make it a better place - work from the inside, you said. But now you're not so sure. Your ideals are a little tarnished and things are getting pretty bleak. But you cant worry about ethics now. You've got a report due in a hour, and it looks like a guy in Sales is planning to ice your database to good. You're gonna is him first. Required Ability: Resources This represents the Corporates Ability to command corporation resources. It is used as a persuasion skill, based on the scale of resources requested. This could include bodyguards, weapons, vehicles, buildings, money, etc. Obviously, the more powerful the Corporate, the more he can call upon at any one time. Your level of Resources determines exactly how much you can request from the Corporation without overreaching yourself. A Resource of level of 1 might get you access to a Company car. An Ability level of 3 might allow you to use a Company jet or hire a Solo team from the Corporate Security Division. A Resources Ability of 5 would allow you access to almost all levels of the Corporation, as well as the ability to requisition almost any Company resource. You Ability levels of Resources is added to all Social Challenges where your standing as a Corporate comes into question.
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Fixers
You realized fast that you weren't ever going to get into a Corporate job. And you didn't think you were tough enough or crazy enough to be a Solo either. But as a small time punk, you knew you had a knack for figuring out what other people want-ed, and how to get it for them. For a price, of course. Now your deals have moved past nickle-and-dime stuff into the big time. Maybe you move illegal weapons over the border. Or steal and resell medical supplies from the Corporations. Perhaps you're a skill broker -- acting as an agent for high priced Solos and 'Runners, or even hiring a whole Nomad pack to back a client's cont-racts. You buy and sell favors like an old-style Mafia godfather. You have connections into all kinds of businesses, deals and political groups. You don't do this directly, of course -- no, you use your contacts and allies as part of a vast web of intrigue and coersion. Required Ability: Streetdeal - This is the ability to deal with the underground information network. With Streetdeal, a Fixer can uncover rumors and information, locate missing persons or things, put gossip out on the Street, pick up clues and score big deals. The higher your Streetdeal ability, the more information you can gather about things happening around you, the more informants you have, and the more secretive the information you can dig up. Apply your Streetdeal to Social Challenges.
Nomads
They drove your family off the Farm ten years ago. The Corp-orations rolled in, took over the land, and put rent-a-cops all over the place. It wasn't the first time it'd happened; it wouldn't be the last. Gradually, your family fell in with a bunch of other homeless families, and they met another group...until you'd created a Nomad pack of nearly two hundred members. No, crammed into a huge, ragtag fleet of cars, vans, buses and RV's, your Nomad pack roams the freeways. You look for supplies, odd jobs and spare parts in a world where society has fragmented. The pack is your home -- it has teachers, Med Techs, leaders, and mechanics -- it's virtually a town on wheels in which everyone is related by marriage or kinship. Sometimes the Pack pulls into a twon just to fuel up or get grub. Other times, it swings south to follow the harvest; you pick crops in trade for cash or food. Less law abiding Packs are like mobile armies, terrorizing cities and hiring out as muscle in Corporate wars. For obvious reasons, the cops don't like Nomads. But it doesn't matter -- your vehicles are usually well armored and bristling with stolen weapons; miniguns, rocket launchers and the like. Every kid knows how to use a rifle, and everyone packs a knife. Being homeless in the 2020's isnt easy. Required Ability: Family - This is the ability to call upon the resources and help of any of the members of the Nomad's large extended tribal family. This can be in the form of weapons, cash, information, or a small army of relatives. The threat of a Nomad family's vengeance may in itself stop harm to the Nomad. The higher your Family ability, the more important you are to the Family, and the more help you can call upon. Family is applied to Mental Challenges.
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Angel (Host)
Ghoul
Cyberpsychosis
Hypnotic Patterns
Black Diablerie veins can be seen automatically within the first 3 months that the subject has committed Diablerie, and for up to 6 months if it is looked for specifically. Magical sparkles [from Thaumaturgy] can be seen if the subject is ACTIVELY using a discipline or ritual, or if it is affecting them at that moment. Actively means that the Thaumaturgy is actually doing something at that moment. For example, someone who is Engulfing another or using Domino of Life would have sparkles. However you are not able to see if a PC is able to use Thaumaturgy, just if they are using it when you look. If you use Aura Perception on someone who is possessing a mortal or ghoul, The mortal or ghoul, is shown. Possession and Subsume the Spirit must be looked for specifically in order to see them.
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GUIDELINES FOR:
MORTALS, DHAMPIRS, GHOULS, KINFOLK & REVENANTS Character Creation Outline: Mortals
Attributes: 6/ 4 /3 Abilities: 5 Backgrounds: 5 Virtues: 7 (Humanity = Conscience + Self-Control divided by 2 and rounded up) Willpower: 2 Freebie Points: 7
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The above chart is the approved method for handling Disciplines for all Dhampirs, Ghouls & Revenants. Disregard the Powerful ghouls chart listed in Laws of the Hunt Revised
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Learning Disciplines
All Disciplines take time to learn. A character cant simply jump up in power levels at an insane rate in only 2-3 months. The same goes for Rituals. Here's how it goes.
Learning Times
2 weeks to learn 1 month to learn 2 months to learn 4 months to learn 6 months to learn 10 months to learn 25 months to learn
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Ritual Levels
Basic Ritual Intermediate Ritual Advanced Ritual
Learning Times
1 week 1 month 3 Months
The Following Rules have been taken from the Dark Epics rulebook but are listed here to help those who may not have that sourcebook considering much of its content is directed to those that run a LARP rather than those who participate in one. Teaching Disciplines; (As per "Dark Epics" rulebook page 75) All teachers must be active characters, and they may teach up to one level less than they posses of their in-clan Disciplines. For example, a vampire who possesses an intermediate level of his clan Discipline may teach basic levels. To Teach Advanced Necromancy or Thaumaturgy, the teacher must be a sixth or seventh generation vampire, and he must have the advanced level in at least two paths of the Discipline. A character who possesses the Advanced level in two paths may teach the advanced level in both paths, provided they are of the appropriate generation. Noticing Powers in Effect; (As per "Dark Epics" rulebook page 72) When a power is used unsuccessfully upon a character, that character can initiate a Static Mental Challenge to detect its use. (The difficulty equals the Mental Traits of the character using the power.) The Awareness Ability may be used to retest this challenge. If the Original character wins the Static Challenge, he might also recognize the power and/or who used it on him (At the Narrator's discretion). Some powers are also obvious in their effect/target/source and the narrator may rule that any of the pertinent information is available without testing.
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Over the centruries that would follow, Dimitrius would embrace many. One of the values that he would instill in his "Children " would be that of loyalty to one another. They were all part of a family, his family. When one benefited, they all benefited. When one committed a crime against another, all would take part in the destruction of the offender. As the centuries would pass, the Children of Chaos would grow in numbers, spreading across Eastern and Western Europe like the plague. It was during this time that the Leaders of the Camarilla would make the deal that they have lived up to til this day. The Children had the right to pass thru any domain so long as they abided by the laws of the local noble Kindred lord. Progenitor: Edgar St.Claire aka Dimitrius Peteus Nickname: Flakes Appearance: The members of this bloodline come from many walks of life. Most prefer to dress in the darker colors, and tend to dress more like the Toreador, rather than the gypsy garb of their Ravnos ancestors. Blending in with the local Kindred is what the Children seem to do best. Haven: The Children prefer to find a communal haven where all can stay at when they enter a city. Once this haven is established, at least one of them will remain in that particular city to maintain the haven in case members of the Bloodline decide to return to that city. Background: The members of this bloodline tend to come from the streets, but this is not always the case. As the Children see it, those who have grow up on the streets have the ability to survive and thrive in some cases. They are that much stronger than the average Kindred neonate for that reason, and it is they who have the right of the Children's embrace. Character Creation: The Children of Chaos can have any type of concept, but most tend to lean towards that of criminals. The reason for this is because larceny of all types seem to be bred into them. The Demeanors rarely reflect their actual Natures. Mental Attributes are always primary, as are Talent Abilities. Children nearly always have the Mentor Background Trait. Disciplines: Chimerstry, Fortitude, and Vertigo Weaknesses: All members of this bloodline have some sort of Derangement. In fact, characters begin the game with one. The player may choose any Derangement, but the character will never be able to completely overcome it, only thru the use of Willpower can that Derangement be surpressed for a given scene. Organization: The Children of Chaos believe themselves to be a family, and as such, they are very protective of one another. A crime against one is a crime against all in their eyes. This rule also extends within the bloodline as well. When one of the Childrem committs a crime against another, all Children in that particular city take part in his punishment, no matter what it is. Gaining Bloodline Status: Gaining Status within this bloodline tends to be rather hard. The reason this is so is because the Children delight in creating chaos within Kindred and mortal society. The way they do this is by subtly engineering pranks that by the time they go off, only the Child who is resposible can claim credit for it. One such prank donated the some of a certain Ventrue's bank account to the pawn of his Brujah enemy. Quote: " I'm not crazy, I know exactly what I'm doing. By the way, pass me the blowtorch ."
Stereotypes:
* The Camarilla -- These guys are the greatest. They sit in their new ,mosty towers and mansions waiting for their enemies to move their pawns. But what they dont know is that when we are nearby, it is rarely their enemies who are moving their enemies' pawn. The Children of Chaos are an odd bunch, some of these guys can get very flaky. They seem to be upholding the
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Traditions, I say we just leave 'em be. - Marx, Brujah of Boston * The Sabbat -- Ok, I have to admit that sometimes these guys can be pretty cool at times. But I'll tell you this, never turn your back on one that is still moving. These guys just plain scare me, of the ones I have met, they all seem to be nuts. Any group of vampires that are kookier than the Malkavains have to be up to somethin, and it cant be good ! * The Inconnu -- Old codgers, nuff said. No comment. - Thomas, Inconnu Monitor of New York City
MET: : Vertigo
Basic
* Gaze of Entrancement: This power allows the character to subtly influence another character, thru use of suggestion. into doing something that they do not want to do. I.e., they suddenly changed their mind for some odd reason. System: To employ this power, the user must defeat their opponent in a Mental Challange. If successful, the opponent will act of the suggestion of the character as if it was their own idea. * Distort Perceptions: This power allows the character to distort his victims perceptions of space and distance. System: To employ this power, the user must first defeat their opponent in a Mental Challenge and spend a Blood Trait. If successful, the opponent will be at a -1 Physical Trait until the user of this power dispels the effects of this power. (i.e., the user stops concentrating on their target.) If interrupted while issuing the Challenge, the user will lose the Mental Traits empowering the Challenge. The user of this power will be at a -1 Physical Trait while invoking this power, once the power is in effect, this -1 penalty goes away.
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Intermediate
* Disorient the Body: This power allows the character to disrupt their victims sense of balance and coordination. System: To employ this power, the user must first defeat their opponent in a Mental Challenge and spend a Blood Trait. If successful, the opponent will be at a -2 Physical Traits (pertaining to precision body movements, i.e. walking in a straight line, trying to attack someone, etc,...) until the user of this power dispels its effects. (i.e., the user stops concentrating on their target.) If interrupted while issuing the Challenge, the user will lose the Mental Traits empowering the Challenge. The user of this power will be at a -1 Physical Trait while invoking this power, once the power is in effect, this -1 penalty goes away. * Sensory Confusion: This power allows the character to distort both his victims Visual (space and distance) and their sense of balance. System: By winning a Mental Challenge and spending two Blood Traits, the user will be able to put their opponent at a -4 Physical traits until the user of this power dispels the effects of this power. (i.e., the user stops concentrating on their target.) If interrupted while issuing the Challenge, the user of this power will lose two Mental Traits for the evening and they will be at a -2 Physical Traits for the next ten game minutes. The user of this power will be at a -1 Physical Trait while invoking this power, once the power has gone into effect, this -1 penalty goes away.
Advanced
* Sensory Overload: This power allows the character to incapacitate their victim by overloading all of their senses at once. System: By winning a Mental Challenge and spending two Blood Traits & a Willpower Trait, the user of this power will be able to put their opponent at 0 Physical Traits and render them unconscious for the next twenty game mintutes. When they awaken, they will be at one Physical Trait for the evening unless they have Potence or Fortitude to regain those lost Traits. If interrupted while issuing the Challenge, the user of this power will suffer a backlash effect of the power, reducing the user to half their Physical Traits for the evening unless they have Potence of Fortitude to regain the lost Traits. The user will also be at a -1 Mental Trait for the rest of the evening. The user of this power will be at a -1 Physical Trait while invoking this power, once the power has gone into effect, this penalty will go away.
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Cyberware will generally be present in those Cainites who were Embraced within the last fifteen years. Most people in the modern world have, at the minimum, a pair of interface plugs and a neuralware processor. In the case of Kindred with cyberware, if its purely cosmetic, then it becomes a part of them as Kindred and becomes unchangeable just like their Kindred body. In the case of things like interface plugs, neuralware processors, etc,.. these components go inactive the moment the mortal body dies and they become a vampire. But, it is possible to re-awaken these components. There are clinics in the world that specialize in this sort of work. Most are run by Mages of the Technocracy, Sons of Ether Tradtion or that of the Virtual Adepts, within Cainite Society, the only Kindred that have been able to reawaken the cybernetics within a Kindred body have been those Warlocks of House & Clan Tremere. The ritual required to reactivate these cybernetic components is a closely guarded secret among all parties. Neither the Magi nor the Tremere accept money as payment for this sort of work; they only accept favors. To even know of the existence of one of these Clinics, a vampire must have a Contact level of 4 or 5. A Cainite with Contacts or 4 or 5 could know someone who could get her into such a clinic. One should note, these clinics DO NOT supply the components that their clients will wish to have implanted into them, they only do the work. It is totally up to the Client to supply the necessary Cybernetics for the enhancements they wish to have made to themselves. So in this sense, the Kindred really is footing the bill for his or her own cybernetic parts. Note: Most if not all Elder Kindred of Europe have done as much as possible to deter Neonates, Ancillae , and fellow Elders from making a point of frequenting this clinics. It is because of this, that Cybernetics one the whole have not made an incredible impact on European Society. Thaumaturgical Ritual: Awakening The Flesh (Level 5 / Advanced) This two-hour ritual allows surgical modifications to be performed upon the Kindred's body. To begin, the caster mast expend 3 Traits of her own Blood in a circle around the patient and a piece of amber must be placed under the patient's tongue. When the surgery is over, the Kindred heals damage done to her, making a Mental - Wits Challenge using Medicine as a retest to avoid healing the modified areas. If she fails, the Cyberware is healed out of the body. Each failure means she also takes one level of Aggravated wounds per modification area. Once she is finished spending Blood (all wounds are healed), the Cyberware or biosculpt is permanent. The Tremere or Mage must make a Mental Challenge against the Patient's Mental Traits divided by 2 rounded up to success with the Ritual. If the Patient has less than 5 Mental Traits, the Caster's Difficulty to succeed is by default, a 6 Trait Difficulty. Failure on the part of the Caster means that the PCs takes one level of Aggravated Damage for every 2 "enhansements" that were being added to the PCs body. The Magi ritual does not require the use of Blood. Effects: See Cybernetics Rules, Kindred with Cybernetics must power them through the use of their Blood Pool. For every Blood Trait a vampire spends into their cybernetic enhancements, they game access to them for the next 2 hours of game play. Things such as cyberlimbs work as normal (Kindred spends one blood trait to be able to use those limbs for the evening as a normal limb), but require the expenditure of Blood to give the Kindred access to their special properties.
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Because vampires ride that dangerous line between Humanity and the Beast, Kindred must be extremely careful when having these "improvements" made to themselves. System wise; Almost every cybernetic, biogenetic, or nanotech implant takes a toll on the humanity of the individual. The more meat that is replaced with metal and plastic, the more distanced from the rest of humanity they become. The measuring of this distancing is a PC's Humanity Index. A PC's Humnaity Index is determined by a multiplying a characters Conscience + Self Control x 10. This means that if you have four Humanity traits, you have a Humanity Index of 80. Humanity loss is not a simple thing as nobody reacts quite the same to these invasive procedures. Every 20 points of a PCs Humanity Index he or she loses costs the player a Humanity trait. This can only be bought back at double cost to show the extended psychotherapy involved in adjusting the person to their now altered existence. Should a player make too many "improvements" to their character via cybernetics, they risk losing their character to the Beast and Madness which is waiting for them when they hit Humanity 0. It is totally possible for a player that hasnt thought out what is character is doing to lose it at the end of the surgery. So it is highly adviseable that the player in question consult his Storyteller before undertaking such an adventure into madness.
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Rank 1 Garou
Attributes: 7/5/3 Abilities: 5 Backgrounds: 5 Gifts: 3 Renown: 3 Freebies: 5
Rank 2 Garou
Attributes: 7/5/3 Abilities: 5 Backgrounds: 5 Gifts: 5 Renown: 6-7 Freebies: 7
Rank 3 Garou
Attributes: 8/6/4 Abilities: 6 Backgrounds: 6 Gifts: 6/1 Renown: 10-13 Freebies: 10
Rank 4 Garou
Attributes: 8/6/4 Abilities: 6 Backgrounds: 6 Gifts: 6/3 Renown: 15-19 Freebies: 13
Rank 5 Garou
Attributes: 9/7/5 Abilities: 7 Backgrounds: 7 Gifts: 7/3/1 Renown: 23-25 Freebies: 15
All creation is out of Laws of the Wyld, Laws of the Wyld: Changing Breeds Books 1,2,3 Exceptions only where noted.
1. No attribute can go above 10 Traits in character creation 2. For Ranks 0, 1, 2, & 3 no ability can be bought above 3 Traits in character creation. (Whatever free abilities that you receive as a Tribe Advantage count toward this number). Rank 4 & 5, no ability can be bought above 4. 3. Any Rank 5 Garou are RARE 4. No Influences above 3 can be taken in character creation (yes, that means if you get a free level in an Influence in character creation, it does count toward those 3 spoken of above.) 5.No Rank 1 PC can in character creation take more than 19 points into their character: 5 points Negatives, 7 points flaws, 2 points for taking a derangement, and 5 points in freebies. For Rank 2 this is all the same, except they may take 7 freebies. For Rank 3 this is all the same, except they may take 10 freebies. For Rank 4 this is all the same, except they may take 13 freebies. For Rank 5 this is all the same, except they may take 15 freebies. 6. AS per LotW:CB1 pg 21 pants are optional IN CHARACTER ONLY
A STARTING GAROU GAME IS ALLOWED 2 RANK: 3 GAROU, & 5 RANK: 2 GAROU. ALL OTHER PCS COME IN AS RANK: 1
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Renown
Werewolves are social creatures. They share the human need to belong to the group, and to have value as an individual, along with the wolven need for clear lines of superiority. For Garou, the measure of standing is Renown. Renown reflects the accomplishments and the standing of the werewolf in question. Renown is so important that the Rank of a Garou is determined by the amount of renown they hold. Just as there isnt just one way to be great, theres more than one kind of Renown. Garou recognize three categories of renown: Wisdom or acts of great thought, knowledge, and learning, Honor Acts of courage in the of adversity, or services to the Garou nation, Glory Feats of Combat and Daring do. For more specifics, see the charts on page 177-178 of the Laws of the Wild. Renown is awarded in temporary traits. Once a character has earned 10 traits, he may petition for a Rite of Accomplishment to gain a Permanent Trait. During the Rite, which must be performed by someone with more Renown than the character, the Garou proclaims his feats to the spirits, who then either confirm or deny the rank. The spirits rarely bestow this honor more than once a month. The awarding of a permanent Trait reduce the Temporary traits to 0. Failure reduces the traits to their initial value. Renown can be lost as well as won. Foolish acts and violations of the litany will result in the loss of renown. If the character has insufficient traits to pay for a violation, a Permanent trait will be cashed out to pay for it. Permanent traits ALWAYS yield 10 temporary traits, regardless of how many were lost when the trait was earned. Renown lost in this way must be reinstated with another Rite of Accomplishment. Rarely this may cause a character to drop below the required Renown for a Rank, If this case the Rank is lost, and after the Renown is regained, the Rank must petitioned for again. Once a character has gained sufficient traits (per the following table) he can petition a Higher Ranking Member of his Auspice for a new Rank. Note that while mitigating circumstance may occasionally reduce a penalty, the spirits see all, and you can never completely escape the penalty. The ranking official at an event has final say on all Renown awards for that event. Appeals follow the standard procedure of the Organization. When purchasing Renown or Rank at character creation, it is strongly advised to send an explanation of how the character earned the award. This not only helps fill out the background of the character, but also proves the merit of the request.
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Ragabash
Rank 1 (Cliath) 2 (Fostern) 3 (Adren) 4 (Athro) 5 (Elder) Any Combination of Traits 3 7 13 19 25
Theurge
Rank 1 (Cliath) 2 (Fostern) 3 (Adren) 4 (Athro) 5 (Elder) Glory 0 1 2 4 4 Honor 0 0 1 2 9 Wisdom 3 5 7 9 10
Philodox
Rank 1 (Cliath) 2 (Fostern) 3 (Adren) 4 (Athro) 5 (Elder) Glory 0 1 2 3 4 Honor 3 4 6 8 10 Wisdom 0 1 2 4 9
Galliard
Rank 1 (Cliath) 2 (Fostern) 3 (Adren) 4 (Athro) 5 (Elder) Glory 2 4 4 7 9 Honor 0 0 2 2 5 Wisdom 1 2 4 6 90
Ahroun
Rank 1 (Cliath) 2 (Fostern) 3 (Adren) 4 (Athro) 5 (Elder) Glory 2 4 6 9 10 Honor 1 2 3 5 9 Wisdom 0 1 1 2 4
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All creation is out of Laws of Ascension, Laws of Ascension Companion Exceptions only where noted.
1. No attribute can go above 10 Traits in character creation 2. No ability can be bought above 3 Traits in character creation. (Whatever free abilities that you receive as a Tradition Advantage count toward this number). Masters, no ability can be bought above 4. 3. Any Master is IVC approval 4. No Influences above 3 can be taken in character creation (yes, that means if you get a free level in an Influence in character creation, it does count toward those 3 spoken of above.) 5.No Basic PC can in character creation take more than 19 points into their character: 5 points Negatives, 7 points flaws, 2 points for taking a derangement, and 5 points in freebies. For Experienced; this is all the same, except they may take 10 freebies. For Master this is all the same, except they may take 10 freebies.
A STARTING MAGE GAME IS ALLOWED 3 EXPERIENCED MAGES PCs. ALL OTHER PCS COME IN AS BASIC MAGE PCs.
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All creation is out of the Shining Host, & the Shining Host Players Guide. Exceptions only where noted.
1. No attribute can go above 10 Traits in character creation 2. No ability can be bought above 3 Traits in character creation. (Whatever free abilities that you receive as a Kith or House Advantage count toward this number). Experts, no ability can be bought above 4. 3. Any Expert is IVC approval 4. No Influences above 3 can be taken in character creation (yes, that means if you get a free level in an Influence in character creation, it does count toward those 3 spoken of above.) 5.No Basic PC can in character creation take more than 19 points into their character: 5 points Negatives, 7 points flaws, 2 points for taking a derangement, and 5 points in freebies. For Experienced; this is all the same, except they may take 10 freebies. For Master this is all the same, except they may take 10 freebies.
A STARTING CHANGELING GAME IS ALLOWED 3 EXPERIENCED CHANGELING PCs. ALL OTHER PCS COME IN AS BASIC CHANGELING PCs.
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All creation is out of the Laws of the East Exceptions only where noted.
1. No attribute can go above 10 Traits in character creation 2. No ability can be bought above 3 Traits in character creation. (Whatever free abilities that you receive as a Advantage count toward this number). Elders, no ability can be bought above 4. 3. Any Elder is RARE 4. No Influences above 3 can be taken in character creation (yes, that means if you get a free level in an Influence in character creation, it does count toward those 3 spoken of above.) 5.No Basic PC can in character creation take more than 19 points into their character: 5 points Negatives, 7 points flaws, 2 points for taking a derangement, and 5 points in freebies. For Experienced; this is all the same, except they may take 10 freebies. For Elders this is all the same, except they may take 10 freebies.
A STARTING Kuei-jin GAME IS ALLOWED 3 EXPERIENCED Kuei-jin PCs. ALL OTHER PCS COME IN AS BASIC Kuei-jin PCs.
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Sabbat Tremere are to be made from the above stats, go by the book (Laws of the Night Revised), not the Sabbat Guide. The reason behind this is these new Sabbat have been forced into joining the Sabbat. These Kindred up until the point of the Vaulderie were loyal Camarilla vampires.
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Learning Spheres
All Spheres take time to learn. A character cant simply jump up in power levels at an insane rate in only 2-3 months. The same goes for Rituals. Here's how it goes.
Learning Times
1 Month to learn 1 Month to learn 2 Months to learn 2 Months to learn 4 months to learn
Rotel Levels
Basic Rote Intermediate Rote Advanced Rote
Learning Times
1 week 1 month 3 Months
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